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D&D Older Editions, OSR, & D&D Variants
Standing Guard in 4e...no rest for you?
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<blockquote data-quote="Spinachcat" data-source="post: 4179765" data-attributes="member: 37588"><p>I posted this question much less to learn an "official rule", but much more to see what options and ideas that other GMs use. </p><p></p><p>I don't send night attacks unless (a) you are camping in the dungeon and its pretty obvious to the denizens or (b) it makes sense for the story. </p><p></p><p>As for daily power recharge, I might use Dave Arneson's idea that all magic recharges at the stroke of midnight. Maybe clerics would recharge at dawn if its their god's way. It's a Blackmoor thing, but wow, Dave kicked the arse of the 15 min day way back before KISS put on makeup. Certainly makes those "the sacrifice happens on the stroke of midnight!" adventures very cool. I do this with OD&D and it works great. </p><p></p><p>Shadewest's defined rules would be terribly simple to throw into the game. That clean elegance does make the game easier. I generally don't measure time, but decide when something happens based on the watch as time measurement. </p><p></p><p>First Watch = regain 1 healing surge</p><p>Second Watch = regain healing surges</p><p>Third Watch = regain HP</p><p>Rest Ends = regain dailies</p><p></p><p>I personally only have players track non-magic ammo in tournaments. Otherwise, you run out of ammo when you roll a natural 1 and I give you the option "friendly fire or last arrow"? That's why quivers carry 12 arrows in my games and most rangers travel with 2 quivers. </p><p></p><p>As for our banned comrade, I would like to say, that yes, playing D&D fast and loose is tremendous fun and that's why I play my hybrid OD&D house ruled monstrosity. I run Borg D&D as it has assimiliated stuff from every edition and many other games. However, my enjoyment of ENworld is bouncing odd thoughts off other GMs and reading about other perspectives and their ideas....so I can assimilate them as well!</p></blockquote><p></p>
[QUOTE="Spinachcat, post: 4179765, member: 37588"] I posted this question much less to learn an "official rule", but much more to see what options and ideas that other GMs use. I don't send night attacks unless (a) you are camping in the dungeon and its pretty obvious to the denizens or (b) it makes sense for the story. As for daily power recharge, I might use Dave Arneson's idea that all magic recharges at the stroke of midnight. Maybe clerics would recharge at dawn if its their god's way. It's a Blackmoor thing, but wow, Dave kicked the arse of the 15 min day way back before KISS put on makeup. Certainly makes those "the sacrifice happens on the stroke of midnight!" adventures very cool. I do this with OD&D and it works great. Shadewest's defined rules would be terribly simple to throw into the game. That clean elegance does make the game easier. I generally don't measure time, but decide when something happens based on the watch as time measurement. First Watch = regain 1 healing surge Second Watch = regain healing surges Third Watch = regain HP Rest Ends = regain dailies I personally only have players track non-magic ammo in tournaments. Otherwise, you run out of ammo when you roll a natural 1 and I give you the option "friendly fire or last arrow"? That's why quivers carry 12 arrows in my games and most rangers travel with 2 quivers. As for our banned comrade, I would like to say, that yes, playing D&D fast and loose is tremendous fun and that's why I play my hybrid OD&D house ruled monstrosity. I run Borg D&D as it has assimiliated stuff from every edition and many other games. However, my enjoyment of ENworld is bouncing odd thoughts off other GMs and reading about other perspectives and their ideas....so I can assimilate them as well! [/QUOTE]
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